Illusionist wizard 5e: Monsters Guide for 5th Edition D&d

Illusionists twist light, sound, and even thought to create illusory effects. Some illusionists are delightful entertainers, while others are devilish tricksters.

Medium Humanoid, Any Alignment

Proficiency Bonus: +2
Armor Class: 12 (15 with mage armor)
Hit Points: 44 (8d8 + 8)
Speed: 30 ft.

STR – 9 (-1)
DEX – 14 (+2)
CON – 13 (+1)
INT – 16 (+3)
WIS – 11 (+0)
CHA – 12 (+1)

Saving Throws: Int +5, Wis +2

Skills: Arcana +5, History +5

Senses: passive Perception 10

Languages: any four languages

Challenge: 3 (700 XP)

ACTIONS

Multiattack: The illusionist makes two Arcane Burst attacks.

Arcane Burst: Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 120ft., one target. Hit: 14 (2d10 + 3) psychic damage.

Spellcasting: The illusionist casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):

At will: dancing lights, mage hand, minor illusion

2/day each: disguise self, invisibility, mage armor, major image, phantasmal force, phantom steed

BONUS ACTIONS

Displacement (Recharge 5-6). The illusionist projects an illusion that makes the illusionist appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the illusionist.

The effect lasts for 1 minute, and it ends early if the illusionist takes damage, if it is incapacitated, or if its speed becomes 0.